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Divine Magic

GURPS Common Divine Magic

In rules terms, spirit magic is the simplest of the approaches to magic available in Glorantha. Individual spells are learned as mental skills and are cast in the same fashion as normal spells from the GURPS Magic sourcebook.

Spirit magic is normally learned by primative shamens (who learn their spells by binding spirits) and followers of Glorantha's many gods (who learn their spells from spirits allied to their god). Note that not all spells are available to all characters; in most cases characters will be limited to spells that align with their god's spheres of influence or their local shamen's knowledge. Players of religious characters should consult the entry for their particular god for available spirit magic spells while primatives should ask the GM for a list of spells available from their tribal shaman.

Casting a spirit magic spell requires a foci (usually a shamanistic fetish or holy item) upon which to concentrate, clearly spoken words, and some type of formal gestures and body movements. Characters that cannot speak and gesture, or whose foci have been taken, can not cast spirit magic spells.

Divination
(Regular)

Temporarily produces an extraordinary sharpness on cutting and impaling weapons, giving +1 or more to basic damage. If exact blade lengths are not known, treat an arrow as 6", a knife, spear, or axe as 12", a one-handed sword as 18", and a two-handed sword as 30" in length for the purposes of this spell.

Fatigue cost: 1 per 6" of edge. Double for +2 bonus or Triple for +3 bonus.

Duration: 1 minute; can be maintained for half base cost (round up).

Time to cast: 4 seconds.

Dismiss Magic
(Regular)

The subject suffers the effects of Mental Stun until a successful IQ roll is made to recover; c.f. page 420 in the Basic Set.

Fatigue cost: 2

Duration: Until a successful IQ roll is made.

Time to cast: 1 second.

Control (species)

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Bludgeon
(Regular)

Temporarily enhances a crushing weapon, giving +1 or more to basic damage.

Fatigue cost: 1 per 2 lbs. of weight (round up). Double for +2 bonus or Triple for +3 bonus.

Duration: 1 minute; can be maintained for half base cost (round up).

Time to cast: 4 seconds.

Countermagic

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Coordination
(Regular)

Raises the subject's DX temporarily. His Basic Speed and ability with all DX-based skills are also raised.

Fatigue cost: 4 per 1 point of DX gained, up to a maximum of +5 points of DX.

Duration: 1 minute; can be maintained for the full original base cost.

Time to cast: 1 second.

Demoralize

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Darkwall (Power Investiture 1)

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Detect Magic

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Detect Enemies
(Information; Area)

Tells the caster if the subject has hostile intent, and what the degree of hostility is. Can be cast on one person or a whole area. If cast over an area, this spell will only detect that someone is hostile, without telling who.

Fatigue cost: Base 1 (minimum 2).

Duration: Instant.

Time to cast: 1 second.

Dispel Magic

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Detect (substance)

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Dullblade

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Disruption

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Extinguish

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Endurance

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Firearrow (Power Investiture 1)

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Farsee

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Glamour

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Fireblade (Power Investiture 3)

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Heal

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Glue

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Ironhand

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Ignite

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Lightwall (Power Investiture 3)

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Light

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Mobility

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Mindspeech

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Protection

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Multimissle

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Second Sight (Power Investiture 2)

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Repair

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Slow

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Shimmer

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Spirit Screen

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Speedart

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Vigor

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Strength

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Visibility (Power Investiture 1)

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